H.QGrand Master3x Servo SkullsIncinerator(I know that some think that psy cannon is better but I can find a better use for the 40 points difference between it and the incinerator)H.QLibrarian3rd Level2x servo SkullsRad GranadesSumminingSanctuaryQuick SilverMight of Titan

Dreadnought2x Twin linked AutocannonsPsy Bolt Ammo(4 shots with Str 8 and rerolls to hit)(also -4 to psy powers used on your units if within 12" of them)Comes to 1500pts

Game planStart G.Master and the 2 dreads on board in either good cover or out of sight.Ues the Grand Master's Grand Stratergy to make as many of the troops have counter charge (dont need to make them scoring (as they already do)) Counter charge is one of the best options for this army as it give me back the 2 attacks (all the time) that the new codex has taken away. Cover the field with servo skulls for deep striking (5x 24 inch circles cover a lot of board) Always give my opp first turn (where possible).First turn, keep G.M in cover (he is only there for psychic Communion at this time) and take some shots with dreads.Turn 2. Deep strike. 2 our of 3 uints will hopefully arrive (average) if not might be able to delay the one that is. If Lib arrives this turn cast Quicksilver in movement phase, on the closest unit to the enemy, and sanctuary if needed in the enemy assult phase. Shoot or run if need be. Turn 3 lib brings the G.M into the game with summining, shooting and close combat continues.

Also, depending on the opp army you can do a normal deployment, split the squads into fire groops (2 psy cannons and 3 gk in one and D.Hammer and 4 N.F.Weapons in the other) or just keep them together.

Haven't played a game with them so this is just theory, will on the wekend.Any thoughts would be taken the way they are given (hopefully in a good way )

Ah, the beauty of the new dex. Your army shows one of the many different playstyles we can now create. A nice solid amount of bodies you've got. You'll need that for all the deepstriking you're going to do. Personally, I'd reduce one GKSS squad to 5, scrounge up a few extra points somewhere and run 3 Paladins to go with your GM and Libby. I think they'd do better with something more beefy and brawny than a GKSS squad. Then again, a new-look 10-man GKSS squad is nothing to be sneezed at.

You'll have to move the rad grenades over to the GM as I don't think the libby can take 'em.

Other than that, the list has potential. I concur w/ Nemesisforce though. You might want some tougher units in there. The GKSS (even w/ counter-attack) are really not that tough in CC. There are a lot of hard-hitting units out there that will still own them. Just my two cents.

_________________"Though we face the power of hell, and death is at our side, we fear not, for the Emperor is with us through it all. If we live, we live for the Emperor. If we die, we die for the Emperor. So whether we live or die, we are the Emperor's. We are Grey Knights and this is why we came to be." --Grandmaster Rivan

"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

Also if you can find the 5 points it might be worth investing in Blind grenades for the GM too. That way you stand and take a charge, negate their bonus attacks and then get the additional counter charge attacks too. Seems like a nice little combo to me.

Autocannons w/pysbolts are anti mid armour, which isn't imo what you want as enemy transports aren't going to be an issue, as your front line will take the brunt of many enemy units, transports or not. Your real problem will be higher av vehicles with many weapons like guard.personally i'd use something like this.

stormraven w/multimeltaattached a venerable dreadnought w/multimelta

Similar points costs as those dreadnoughts i believe. imo those dreadnoughts dont look very fun to play with...

You really need something to protect your Libby as I have learnt if your Libby dies you lose a ton of utility so keep him in a unit of at least 1 Paladin but hopefully more.

Also the Psyfledreads are great Str 8 4 shots great for Anti armour and also troops especially if you run them in pairs.

Personally I would ditch the GM, I know this ruins your game plan but would free up points to give your Lib some bodyguards, alternativley lose the 3rd GKSS and use their points. Lets be honest at 1500 2 troops should be enough.

Point taken, for objective missions, I can combat squad the G.K strike squads. God I love being able to do that now. I also love the twin twin linked A.C , the maths (I hate maths but you have to base it on something) has them doing better then a twin linked las cannon against anything up to and including armour 13, and that is only because they cannot pen armour 14.

Yep I have run 2 Dreads with 2 Twin Linked AC and I have to say they have been stars in both games working together and both firing at the same target has just caused my opo problems make sure you take out stuff which can hurt them ASAP and you will be laughing.